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Uh, yeah it is. Again, the paladin gets clerical spells. Just to the spells section and read how clerical magic works. It's right there in black and white, and not something fans just created out of the blue.
Clerical spells, including the druidic, are bestowed by the gods, so that the
cleric need but pray for a few hours and the desired verbal and somatic
spell components will be placed properly in his or her mind. First, second,
third, and even fourth level spells are granted to the cleric through
meditation and devout prayer. This spell giving is accomplished by the
lesser servants of the cleric's deity. Fifth, sixth, and seventh level spells can
be given to the cleric ONLY by the cleric's deity directly, not through some
intermediary source. Note that the cleric might well be judged by his or
her deity at such time, as the clerk must supplicate the deity for the
granting of these spells. While the deity may grant such spells full
willingly, a deed, or sacrifice, atonement or abasement may be required.
The deity might also ignore a specific spell request and give the cleric
some other spell (or none at all). Your Dungeon Master will handle this
considering a cleric's alignment and faithfulness to it and his or her deity.
Note that some cleric spells (and all druid spells) also require material
ingredients in order for the desired effect to take place. Such components
must be supplied by the cleric (or druid), as material is not bestowed.
I don't know what other conclusion you could come to, other than a paladin is a servant of the divine.
Primeval Awareness is, what, once a day without spells to fuel it? I guess that's OK, as it's mainly a "ribbon" ability anyways since it doesnt give direction, closeness, and a ton of stuff will trip if anyways.
Uh, yeah it is. Again, the paladin gets clerical spells. Just to the spells section and read how clerical magic works. It's right there in black and white, and not something fans just created out of the blue.
A couple of points:
Paladinhood is about strength of character, and virtue, not about what church you go to. (Not that polytheism in D&D is very coherent anyway.)
It says that cleric spells are bestowed by the divine, but it say nothing about anything else a paladin gets, if a paladin never reaches 9th level, he or she never needs to even pray for spells, and the lowest level spells are granted by meditation and devotion alone, so no serving any god until you get to fifth level spells, which a paladin never gets. And if we go that route, rangers are servants of the divine too, as they get druid spells...
A couple of points:
1.) I don't know about 1st edition, but in 2nd edition, paladins weren't tied to any particular religion. When they did penance, they were required to seek out a cleric of "a lawful good religion" and confess.
2.) Similarly, unlike clerics, paladins did not receive their spells from deities. For example, clerics could not regain spells above 2nd level in the phlogiston, because they were cut off from their power source (no planar linkages in the phlogiston), but paladin spells worked normally, just as did wizard spells, unless I am misreading the rules.
Point #1 is the crucial point in my opinion. It's the difference between being a holy warrior, like a Knight Templar, vs. being a warrior of a particular religion. Paladins are defined by their virtue and their ideals, not their religion. The PHB2 lists "Roland and the twelve peers of Charlemagne", Sir Galahad, and Sir Lancelot as iconic paladins. All of them are pious and virtuous; none of them is particularly religious in a sectarian way. A non-Christian paladin like Saladin (or an atheist like Sanya!) would be held to the same ideals as Sir Lancelot, and it doesn't matter if a fatwa says he should make wives of his captives by force--he will Do The Right Thing anyway and protect them like his own daughters.
Paladinhood is about strength of character, and virtue, not about what church you go to. (Not that polytheism in D&D is very coherent anyway.)
I think the 3E scout's Skirmish ability comes much closer to the mark, encouraging a unique mobile fighting style.
Not a big fan of the extra action round for the Ranger. That's gets a bit insane. A 5th level ranger, say a high dex ranger (not unlikely) shoots the baddy twice before initiative is even rolled, rolls initiative, wins, with his bonus action, drops his wolf and gains 2d6+Wis on his next two attacks, and then his dire wolf attacks, potentially hitting and knocking the baddy prone granting advantage to the rest of the party. That's a bit much for a 5th level PC no? I mean, 4d8+2(Dex)+4d6+2(Wis)+ whatever the wolf does is a bit much.